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Zombie Hero Animals

For use in the Zombie Hero Role-Playing Game. Gamemasters may tweak the listings or
add to the list as they wish.

Animal Attributes:
Small: Roll 1d3 (1d6/2); Dexterity: 2d6
Medium: Roll 1d6
Large: Roll 2d6; Dexterity: 1d3
Note: As a rule, most animals will have a Magic of 1d3. Special animals (say, Binx in
cat form), will have a higher Magic. In their case, Magic is 1d6 or 2d6. (Binx would
have had a 10, with Immortality as a power.)
Animals smaller than a mouse has Attributes at 1, with a Dexterity of 10.
Typical animal natural weapons: Teeth; claws; hooves; talons.
Other abilities: Jump; climb; tracking scent; enhanced senses; flight; breathe water;
swimming; running, etc.

Animal Name: Size:


Attributes:
Strength Stamina
Smarts Charisma
Dexterity Magic
Natural Weapons:
Other Abilities:

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Bat Small
Strength: 1 Stamina: 3
Smarts: 3 Charisma: 3
Dexterity: 5 Magic: 2
Natural Weapons: Teeth: 1d3
Other Abilities: Fly, sonar,

Bear Large
Strength: 10 Stamina: 10
Smarts: 5 Charisma: 3
Dexterity: 3 Magic: 3
Natural Weapons: Teeth: 1d6; Claws(x2): 1d6 each.
Other Abilities: Climb, tracking scent, night vision, fishing

Cat Small
Strength: 1 Stamina: 3
Smarts: 3 Charisma: 5
Dexterity: 10 Magic: 3
Natural Weapons: Teeth: 1d3; Claws(x2): 1d3 each
Other Abilities: Jump, climb, tracking scent, enhanced senses, night vision, running

Chicken Small
Strength: 2 Stamina: 3
Smarts: 1 Charisma: 3
Dexterity: 4 Magic: 1
Natural Weapons: Beak: 1d3; Feet talons(x2): 1d3 each
Other Abilities: Jump, short flight, running

Cow Large
Strength: 8 Stamina: 10
Smarts: 3 Charisma: 4
Dexterity: 3 Magic: 2
Natural Weapons: Horns(x2): 1d3 each (female); 1d6 each (male)
Other Abilities: Running; Charging attack: +5 damage from horns.

Deer Medium
Strength: 6 Stamina: 6
Smarts: 3 Charisma: 5
Dexterity: 6 Magic: 3
Natural Weapons: Teeth: 1d3; Hooves(x2): 1d6each
Other Abilities: Jump, enhanced hearing, running, swimming

Dogs:
Small
Strength: 2 Stamina: 2
Smarts: 3 Charisma: 3
Dexterity: 8 Magic: 2
Natural Weapons: Teeth: 1d3

Medium
Strength: 5 Stamina: 5
Smarts: 4 Charisma: 5
Dexterity: 6 Magic: 2
Natural Weapons: Teeth: 1d6

Large
Strength: 8 Stamina: 8
Smarts: 5 Charisma: 5
Dexterity: 3 Magic: 2
Natural Weapons: Teeth: 1d6+2
Other Abilities: Jump, enhanced hearing, tracking scent, running, swimming

Duck Small
Strength: 3 Stamina: 3
Smarts: 2 Charisma: 3
Dexterity: 9 Magic: 2
Natural Weapons: Beak: 1d3
Other Abilities: Swimming, flight;

Fish Small
Strength: 3 Stamina: 3
Smarts: 2 Charisma: 2
Dexterity: 8 Magic: 1
Natural Weapons: None
Other Abilities: Jump, swimming

Goat Medium
Strength: 4 Stamina: 6
Smarts: 3 Charisma: 3
Dexterity: 7 Magic: 2
Natural Weapons: Teeth: 1d3; Horns(x2): 1d6 each; Hooves(x2): 1d3 each
Other Abilities: Jump, climb, swimming, running

Horse Size: Large


Strength: 11 Stamina: 11
Smarts: 5 Charisma: 9
Dexterity: 8 Magic: 3
Natural Weapons: Teeth: 1d3, Hooves (x2): 1d6 each.
Other Abilities: Jump, swim, run

Insects: Tiny/Large in swarms.


Strength: 1 Stamina: 1
Smarts: 1 Charisma: 1
Dexterity: 12 Magic: 1
Natural Weapons: Stinger: 1d3
Other Abilities: Fly, make wax (bees), make honey (bees).
Equipment: Homes. Beehives can contain 1 quart of honey.

Mouse Small
Strength: 1 Stamina: 2
Smarts: 3 Charisma: 3
Dexterity: 10 Magic: 1
Natural Weapons: Teeth: 1d3
Other Abilities: Jump, climb, enhanced hearing, enhanced smell, night vision, running,
swimming,

Pig Large
Strength: 7 Stamina: 9
Smarts: 3 Charisma: 3
Dexterity: 2 Magic: 1
Natural Weapons: Teeth: 1d3; (Wild: Tusks(x2): 1d3 each)
Other Abilities: Tracking scent, (Wild: Running Charge. +3 damage)

Rabbit Small
Strength: 3 Stamina: 3
Smarts: 3 Charisma: 3
Dexterity: 8 Magic: 3
Natural Weapons: Teeth: 1d3
Other Abilities: Jump, enhanced hearing and sight, running

Sheep Medium
Strength: 4 Stamina: 6
Smarts: 3 Charisma: 3
Dexterity: 7 Magic: 2
Natural Weapons: Teeth: 1d3; Horns(x2): 1d6 each; Hooves(x2): 1d3 each
Other Abilities: Jump, climb, swimming, running

Silk Worm Tiny


Strength: 1 Stamina: 2
Smarts: 2 Charisma: 1
Dexterity: 5 Magic: 1
Natural Weapons: Bite: 1d3
Other Abilities: Crawl, make silk cocoon (can be made into silk fabric).

Spiders Tiny
Strength: 1 Stamina: 2
Smarts: 2 Charisma: 1
Dexterity: 10 Magic: 1
Natural Weapons: Bite: 1d3, Poison: 1d3 per turn.
Other Abilities: Climb, running, make webbing

Turkey Medium
Strength: 3 Stamina: 5
Smarts: 1 Charisma: 3
Dexterity: 4 Magic: 1
Natural Weapons: Beak: 1d3; Feet talons(x2): 1d3 each
Other Abilities: Jump, short flight, running

Wolf Medium
Strength: 6 Stamina: 6
Smarts: 4 Charisma: 5
Dexterity: 6 Magic: 2
Natural Weapons: Teeth: 1d6+2
Other Abilities: Jump, enhanced hearing, tracking scent, running, swimming

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